Venomous Breath is more or less the best breath even without the CDR, the % chance to fail actions is an incredibly strong effect. The main problem with it is that the entire breath can be resisted, unlike the others.

That's not a little problem. It also can be cleared by a wild infusion. Most humanoid enemies start with random inscriptions so even having unbeatable mindpower doesn't make it stick reliably. If 5% of thieves have a physical wild (they only seem to get infusions rather than runes) and everything is a rare that's a lot of nasty enemies that the breath falls flat against. It's better than when it was insidious poison since it actually accomplishes something when it works, but it's probably still the worst breath.

Fire is probably now also completely resistable unless flameshock was fixed without showing up in the release notes since it now gets a chance to flameshock and flameshock fails against stun immune enemies.

If I were going to pick two breaths to skip those would be my choices in a vacuum, though poison is on the way to key multihued talents while acid, fire, and to a lesser degree lightning are in completely skippable trees unlike sand and ice with utility powers in the third slot that are well worth their place on the talent bar even at one point.

_________________Digitochracyn. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.

While I love Venomous Breath it also has the problems of Snow Giants being completely immune to it, a good chunk of undead in Dreadfell having very high nature resistance, and Orcs having a status cure racial on top of infusions. OTOH it's worth considering if you plan on using Swallow at all because stacking nature damage turns it into a friggin nuke.

The class changes have been discussed earlier in the thread. As for the guide, ill be adding a section about using one with nature to rotate wild infusions for much longer, as well as updating skill preferences, early game specifics, and clarifying which immunities are must haves and which arent important, so general stuff. Really want to play another one to victory first though to make sure i dont miss anything relevant.

In general the build works pretty much the same, but its overall stronger and has more free talent points.

I have no idea of how Wirmic can beat Insane. I know one guy did it, but...In last game I get that artefact Three-Eged Sword, which gave me great damage. And anyway, was killed by summoner (powerful summoner) in Old Forest.

updated the guide for 1.3. not much is new; i changed some skill descriptions, the early game specifics, added itemization and sustains segments, deleted some clutter, and generally tried to make it more clear on certain points.

Just beat the game last night on a breath wyrmic. Couple things I noticed:

- Hated Venomous breath. Rarely ever used it once I found the Chromatic harness (?). Too many high resists and too many immunes.- Fire breath was doing insane damage, around 800-1000+ up front.- Sand breath was doing the same.- Acid breath was just a filler.- The lightning speed passive of 50% movement speed was really, really helpful throughout the game.- The ice wall was crazy good late game, allowing me to buy time to recover, especially vs the ooze mage boss and the last fight.- Totally wrecked the room of doom filled with the lv 80-90 multi-hued dragon bosses around lv 39ish?

I think Sand Breath is the best, because you can activate Burrow for a huge amount of physical penetration, and then stack +physical gear with the phys pen to make sand breath and bellowing roar both strong. Blind is also a pretty good status. You'll also get decent weapon damage this way, if you care.

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